hhdeath/src/shared/w_hairspray.qc

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/*
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
* Copyright (c) 2019-2020 Gethyn ThomasQuail <xylemon@posteo.net>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED weapon_hairspray (0 0 1) (-16 -16 0) (16 16 32)
"model" "models/w_knife.mdl"
Household DEATH! (2003) ENTITY
Flamethrower Hairspray Weapon
*/
enum
{
HAIRSPRAY_IDLE,
HAIRSPRAY_FIRE,
HAIRSPRAY_DRAW,
HAIRSPRAY_HOLSTER
};
void
w_hairspray_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_hairspray.fire");
precache_model("models/w_hairspray.mdl");
precache_model("sprites/flame.spr");
#else
precache_model("sprites/hud_haircan.spr");
precache_model("models/v_hairspray.mdl");
precache_model("models/p_hairspray.mdl");
#endif
}
void
w_hairspray_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, -1, pl.ammo_spray, -1);
}
string
w_hairspray_wmodel(void)
{
return "models/w_hairspray.mdl";
}
string
w_hairspray_pmodel(player pl)
{
return "models/p_hairspray.mdl";
}
string
w_hairspray_deathmsg(void)
{
return "";
}
int
w_hairspray_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
if (pl.ammo_spray < MAX_A_SPRAY) {
pl.ammo_spray = bound(0, pl.ammo_spray + 20, MAX_A_SPRAY);
} else {
return (0);
}
#endif
return (1);
}
void
w_hairspray_draw(player pl)
{
Weapons_SetModel("models/v_hairspray.mdl");
Weapons_ViewAnimation(pl, HAIRSPRAY_DRAW);
}
void
w_hairspray_holster(player pl)
{
Weapons_ViewAnimation(pl, HAIRSPRAY_HOLSTER);
}
#ifdef SERVER
void
Flame_Touch(void)
{
if (other.takedamage != DAMAGE_YES) {
remove(self);
return;
}
/* anything else that can take damage */
Damage_Apply(other, self.owner, 40, WEAPON_HAIRSPRAY, DMG_BURN);
remove(self);
}
#endif
void
w_hairspray_primary(player pl)
{
if (pl.w_attack_next > 0.0) {
return;
}
/* Ammo check */
if (pl.ammo_spray <= 0) {
return;
}
Weapons_ViewAnimation(pl, HAIRSPRAY_FIRE);
pl.ammo_spray--;
/* Actual firing */
#ifdef SERVER
static void w_flamer_die(void) {
NSEntity::Destroy();
}
static void w_flamer_touch(entity target, entity source) {
NSEntity me = (NSEntity)source;
if (target.takedamage == DAMAGE_YES) {
NSSurfacePropEntity m = (NSSurfacePropEntity)target;
m.Ignite(source, 5.0f, WEAPON_HAIRSPRAY);
}
}
Sound_Play(pl, CHAN_WEAPON, "weapon_hairspray.fire");
NSProjectile ball = spawn(NSProjectile);
ball.SetModel("sprites/flame.spr");
ball.SetRenderMode(RM_ADDITIVE);
ball.SetRenderColor([1,1,1]);
ball.SetRenderAmt(1.0);
ball.SetOwner(pl);
ball.SetImpact(w_flamer_touch);
ball.AnimateOnce(0, 28, 0.1f);
// To be added to spec
// ball.Animate(0,15);
// ball.effects |= EF_BRIGHTLIGHT;
// Also will need check for water contents (so projectile will die underwater)
Weapons_MakeVectors(pl);
ball.SetOrigin(Weapons_GetCameraPos(pl) + (v_forward * 16));
ball.SetVelocity(v_forward * 300);
/* Remove weapon if we run out of ammo */
if (pl.ammo_spray <= 0) {
Weapons_RemoveItem(pl, WEAPON_HAIRSPRAY);
return;
}
#endif
pl.w_attack_next = 0.1f;
pl.w_idle_next = 2.5f;
}
void
w_hairspray_release(player pl)
{
if (pl.w_idle_next) {
return;
}
sound(pl, CHAN_WEAPON, "", 1.0, ATTN_NORM);
Weapons_ViewAnimation(pl, HAIRSPRAY_IDLE);
pl.w_idle_next = 2.0f;
}
void
w_hairspray_crosshair(player pl)
{
#ifdef CLIENT
static vector cross_pos;
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
drawsubpic(
cross_pos,
[32,32],
g_crossSoda,
[0,0],
[1, 1],
[1,0,0],
1,
DRAWFLAG_NORMAL
);
HUD_DrawAmmo2();
vector aicon_pos = g_hudmins + [g_hudres[0] - 42, g_hudres[1] - 64];
drawpic(
aicon_pos,
"sprites/hud_haircan.spr_0.tga",
[32,64],
[1,1,1],
pSeatLocal->m_flAmmo2Alpha,
0
);
#endif
}
float
w_hairspray_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMBOW : ANIM_AIMBOW;
}
int
w_hairspray_isempty(player pl)
{
return 0;
}
void
w_hairspray_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (w_hairspray_isempty(pl)) {
drawsubpic(
pos,
[80,40],
g_sprWeapons,
[160/256,40/256],
[80/256,40/256],
[1,1,1],
a,
DRAWFLAG_NORMAL
);
} else {
drawsubpic(
pos,
[80,40],
g_sprWeapons,
[160/256,0],
[80/256,40/256],
[1,1,1],
a,
DRAWFLAG_NORMAL
);
}
#endif
}
weapontype_t w_hairspray_type(player pl)
{
return WPNTYPE_CLOSE;
}
weapon_t w_hairspray =
{
.name = "flame",
.id = ITEM_HAIRSPRAY,
.slot = 0,
.slot_pos = 6,
.draw = w_hairspray_draw,
.holster = w_hairspray_holster,
.primary = w_hairspray_primary,
.secondary = __NULL__,
.reload = __NULL__,
.release = w_hairspray_release,
.postdraw = w_hairspray_crosshair,
.precache = w_hairspray_precache,
.pickup = w_hairspray_pickup,
.updateammo = w_hairspray_updateammo,
.wmodel = w_hairspray_wmodel,
.pmodel = w_hairspray_pmodel,
.deathmsg = w_hairspray_deathmsg,
.aimanim = w_hairspray_aimanim,
.hudpic = w_hairspray_hudpic,
.weight = -10,
.isempty = w_hairspray_isempty,
.type = w_hairspray_type
};
#ifdef SERVER
void
weapon_hairspray(void)
{
Weapons_InitItem(WEAPON_HAIRSPRAY);
/*item_pickup item = (item_pickup)self;
item.SetRenderMode(RM_FULLBRIGHT);
item.SetRenderAmt(1.0f);*/
}
#endif